void Start() { var sceneName = LevelManagerSingleton.Instance.loadedScene; gameProgress = GameProgress.Load (); if (sceneName != "level_complete") { //Check that we are not loading level_complete as a standalone in the editor //Upper left panel var timeTaken = LevelManagerSingleton.Instance.ElapsedTime (); var medalThisTime = gameProgress.GetMedalAttained (sceneName, timeTaken); var personalBest = gameProgress.GetLevelBestTime (sceneName); var personalBestMedal = gameProgress.GetMedalAttained (sceneName); var difference = timeTaken - personalBest; var parityString = (difference > 0) ? "+" : "-"; differenceText.text = "(" + parityString + StopWatch.Format(difference) + ")"; thisTime.text = StopWatch.Format (timeTaken); fastestTime.text = StopWatch.Format (personalBest); AssignMedalSprite(fastestTimeImage, personalBestMedal); AssignMedalSprite(thisTimeImage, medalThisTime); AssignMedalSprite(medalAwarded, personalBestMedal); //Upper right panel goldTimeText.text = StopWatch.Format(gameProgress.GetGoldMedalTime(sceneName)); silverTimeText.text = StopWatch.Format(gameProgress.GetSilverMedalTime(sceneName)); bronzeTimeText.text = StopWatch.Format(gameProgress.GetBronzeMedalTime(sceneName)); } }